Protected_Protected Optional_Protected Optional_Protected_ReadonlybufferReadonlymaterialReadonlypassRender transparent and transmissive materials to the normal buffer, like opaque ones. Default true.
When false, the normal buffer uses the same material rule as the depth in GBufferPlugin: a
transparent or transmissive material is rendered only when its userData.renderToDepth (or, when
that is not set, userData.renderToGBuffer) is true, and an opaque material is left out when it is
false. Objects with a customGBufferMaterial or customNormalMaterial can still differ, as each pass
draws its own custom material. Use it for screen-space effects that combine the normal buffer with the
GBuffer depth.
OptionaltargetOptionaltextureOptionaluiStatic Optional ReadonlyOldStatic ReadonlyPluginProtected_This function is called every frame before composer render, if this pass is being used in the pipeline
Optional_: IScene<ISceneEventMap>Optional_1: ICamera<ICameraEventMap>Optional_2: IRenderManager<IRenderManagerEventMap>Protected_Protected_Protected_Protected_Protected_Optionalprefix: stringOptionalmeta: SerializationMetaTypeOptionalmeta: SerializationMetaType
Normal Buffer Plugin
Adds a pre-render pass to render the normal buffer to a render target that can be used for postprocessing.
By default, transparent and transmissive materials are rendered to the normal buffer like opaque ones. Set renderTransparent to false to apply the same material rule as the depth in GBufferPlugin (objects with a
customGBufferMaterialorcustomNormalMaterialcan still differ). Screen-space effects that compare normals across edges with the GBuffer depth need that: a transparent surface in the normal buffer, over an object that only the depth shows, gives wrong normals at its edges. The normal buffer of webgi v0 also left transparent materials out.